Initial upload.
Adding base PRC 4.19a files to repository.
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113
trunk/spells/nw_s0_holyaura.nss
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113
trunk/spells/nw_s0_holyaura.nss
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//::///////////////////////////////////////////////
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//:: Holy Aura
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//:: NW_S0_HolyAura.nss
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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The cleric casting this spell gains +4 AC and
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+4 to saves. Is immune to Mind-Affecting Spells
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used by evil creatures and gains an SR of 25
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versus the spells of Evil Creatures
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Sept 28, 2001
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//:://////////////////////////////////////////////
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//:: modified by mr_bumpkin Dec 4, 2003 for PRC stuff
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#include "prc_inc_spells"
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//::///////////////////////////////////////////////
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//:: PRCDoAura
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Used in the Alignment aura - unholy and holy
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aura scripts fromthe original campaign
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spells. Cleaned them up to be consistent.
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*/
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//:://////////////////////////////////////////////
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//:: Created By:
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//:: Created On:
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//:://////////////////////////////////////////////
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void PRCDoAura(int nAlign, int nVis1, int nVis2, int nDamageType)
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{
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//Declare major variables
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object oTarget = PRCGetSpellTargetObject();
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int nDuration = PRCGetCasterLevel(OBJECT_SELF);
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effect eVis = EffectVisualEffect(nVis1);
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effect eAC = EffectACIncrease(4, AC_DEFLECTION_BONUS);
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effect eSave = EffectSavingThrowIncrease(SAVING_THROW_ALL, 4);
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//Change the effects so that it only applies when the target is evil
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effect eImmune = EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS);
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effect eSR = EffectSpellResistanceIncrease(25); //Check if this is a bonus or a setting.
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effect eDur = EffectVisualEffect(nVis2);
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effect eDur2 = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eEvil = EffectDamageShield(6, DAMAGE_BONUS_1d8, nDamageType);
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// * make them versus the alignment
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eImmune = VersusAlignmentEffect(eImmune, ALIGNMENT_ALL, nAlign);
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eSR = VersusAlignmentEffect(eSR,ALIGNMENT_ALL, nAlign);
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eAC = VersusAlignmentEffect(eAC,ALIGNMENT_ALL, nAlign);
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eSave = VersusAlignmentEffect(eSave,ALIGNMENT_ALL, nAlign);
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eEvil = VersusAlignmentEffect(eEvil,ALIGNMENT_ALL, nAlign);
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//Link effects
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effect eLink = EffectLinkEffects(eImmune, eSave);
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eLink = EffectLinkEffects(eLink, eAC);
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eLink = EffectLinkEffects(eLink, eSR);
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eLink = EffectLinkEffects(eLink, eDur);
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eLink = EffectLinkEffects(eLink, eDur2);
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eLink = EffectLinkEffects(eLink, eEvil);
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId(), FALSE));
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nDuration));
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}
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_ABJURATION);
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/*
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Spellcast Hook Code
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Added 2003-06-20 by Georg
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//--------------------------------------------------------------------------
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// GZ: Make sure this aura is only active once
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//--------------------------------------------------------------------------
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PRCRemoveSpellEffects(GetSpellId(),OBJECT_SELF,PRCGetSpellTargetObject());
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PRCDoAura(ALIGNMENT_EVIL, VFX_DUR_PROTECTION_GOOD_MAJOR, VFX_DUR_PROTECTION_GOOD_MAJOR, DAMAGE_TYPE_DIVINE);
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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